Rakugo Project Devlog #11: Rakugo Core v 1.1.1 and VisualNovelKit new features
Hi everyone, here is the 11th devlog of Rakugo Project. This devlog is about new Rakugo Core release and fixes and new features add to VisualNovelKit. This new features will part of final 1.0 release of VisualNovelKit.
Join our Patreon
Now we also have Mastodon account that you can follow https://peoplemaking.games/@rakugo_team
Rakugo Core 1.1.1
Major Updates
- Add signal
execute_script_start(script_name)
to Rakugo #142 by @theludovyc Now when script is launch, Rakugo send a signal execute_script_start, with script_name in parameter. - Add
character_exists(char_tag)
andcharacter_has_variable(var_name)
funcs in e5918ee70 by @Jeremi360 These funcs return false or true if a Raguko has this character or variable.
Other Changes
- Rakugo Clean #150 by @theludovyc Remove not used scripts: AutoTimer, SkipTimer, History as this would be handle by Kits. So, unused nodes in Rakugo.tscn too. And clean dead code.
Fixed Bugs
- fix TestCharacter by @theludovyc in #148
Full Changelog: https://github.com/rakugoteam/Rakugo-Dialogue-System/compare/1.1…1.1.1
VisualNovelKit
History
Displays all issues from all conversations held so far in the game.
Layers Manager
It is a tool that will allow you to assign nodes to specially treated groups.
These groups can then be used to hide Node2D, Spatial or Control from the dialogue level in Rkscript using the keywords show
and hide
, by which nvkit extends the scripting language.
It will be similar to what it looks like in Ren’Py :
show bg school_front day
show eli school_uniform
# after end of conversation with eli
hide eli
That’s it from me and theLudovyc, we wish you a merry Christmas and a happy new year !